Glyph Oath app icon: a golden pyramid with three sealed doors and a winged gem above them. Glyph Oath

Read the oaths.
Pick the door.

Five gods stand in a sealed hall. Each swears an oath in pictograms — and half of them lie about everything. Exactly one door is the clear passage down. Work out which one before the sand runs out.

  • Free
  • No ads
  • Plays offline
  • iPhone & iPad
  • No account
How a hall works

Four moves, one finger

No timers to fight, no reflexes to train. Every hall is a small proof, and the tomb never builds one you cannot finish.

1

Trust the exposed god

One statue enters the hall already exposed: a feather means every oath it swears is true, a struck feather means every one is a lie. That single certainty is the thread you pull.

2

Read the oaths

Tap a statue and its oath is spelled out on the plate below. There are only eight kinds of oath in the whole game, and they are all drawn, never written.

3

Mark the doors

Tap a door to cycle your own mark — blank, safe, danger. The scribe keeps your marks so you can reason across a whole hall without holding it all in your head.

4

Hold to open

Press and hold the door you believe in until the ring fills. Stairs take you deeper. A scorpion costs a torch, a cave-in ends the descent — and every mistake exposes one more god forever.

The language

Eight pictograms. No words.

This is the entire vocabulary of the tomb. Learn these eight strips and you can read every hall in the game — in any language, at any age.

A door hides this

Door 2 hides a scorpion.

A door does not hide this

Door 3 does not hide the clear passage.

That god lies

Thoth always deceives.

That god is true

Anubis always keeps faith.

One of two is clear

At least one of doors 1 and 3 is the clear passage.

Both are perilous

Doors 2 and 3 both hide a scorpion or a cave-in.

The clear door is further left

The clear passage stands to the left of door 3.

If that door is clear, this god is true

If door 1 is the clear passage, then Horus keeps faith.

The last two oaths only appear in the second and third tomb.

Inside the tomb

Deduction, with stakes

Everything below the puzzle exists for one reason: to make a wrong door hurt and a clean read feel earned.

Torches and sand

Three torches go down with you. A wrong door costs one, and so does letting the hourglass turn. When the last flame dies the descent is over and you climb out with what you carried.

Flawless chains

Clear three halls in a row on the first try and every scarab doubles. Six in a row and they triple. One mistake, one turned hourglass, and the chain is gone.

Three amulets

The Eye of Horus reveals what one door hides. The Amulet of Thoth forces a statue to show its nature. The Mirror of Hathor relights the torch your last mistake took.

Thoth's Trial

Every three depths earn an attempt at three questions on ancient Egypt. Right answers pay scarabs; a perfect three opens a chest of lapis.

The scribe's count

Open a treasure and the scribe brings his balance. Match the offering's weight in hieratic numerals — a stroke is one, a heel ten, a coil a hundred, a lotus a thousand — and the hoard doubles.

The Oracle and the Sanctum

Three fresh tasks every day, a streak to keep, and a sanctum where scarabs buy more torches, more sand and a scribe who does more of the bookkeeping for you.

Three tombs, twelve depths each

The descent gets meaner

Each tomb adds one new idea and never takes it away. Plus an Endless Descent that keeps going until your last torch does.

Tomb I · 12 depths

Tomb of the Scribe

Where the oaths are simple and the sand is kind.
3 doors2 statues120s

Three doors, two statues, and the oaths arrive one kind at a time. Nothing is thrown at you until you have used the last thing.

Tomb II · 12 depths

Tomb of the Falcon

Some statues have nothing at all to say.
4 doors3 statues90s

Adds the left-of oath and mute statues that only take up a slot — a god who says nothing tells you nothing, and the sand no longer waits.

Tomb III · 12 depths

Tomb of the Devourer

Amit marks one door, and Amit is always hungry.
5 doors4 statues90s

Adds conditional oaths, and one door wears the jaws. Open that one and it takes two torches instead of one.

Your cartouche

Six honours to carve

First DescentClear your first hall.
Silver TongueTen halls in a row, first try.
Thoth's FavouriteAnswer 30 questions correctly.
TorchlessFinish a tomb with no mistakes.
Devourer's BaneReach the floor of the third tomb.
Seven SunsKeep a seven day oracle streak.

No hall is ever unsolvable

Every layout is checked by a solver before you see it. If the oaths and the exposed statue do not point at exactly one door, the hall is thrown away and built again. You never lose to a guess the tomb forced on you.

Send word

Stuck on a hall?

Bugs, a hall that looks wrong, an idea for a ninth oath — all of it is read by the person who built the game.

  • sadiqjhus12@gmail.com
  • No account, no sign-in, nothing to recover — your progress lives on your device.
  • If a hall ever feels unfair, send the depth and the tomb and it gets looked at.

Message sent ✓ — thank you, Seeker.

Glyph Oath app icon.

Three doors. One truth.

Free, offline, and it never asks who you are.

Download on theApp Store